It looks like i found workaround. In all my apps error " waitForCondition(LockCondition) timed out " disappeared. The workaround is next. I preload two copy of each texture into GPU - texture1 and texture1copy, and in onDrawFrame one call i use first texture copy, next call i use second texture copy and so on
code sample: int _seed=0; public void onDrawFrame(GL10 gl) { if(_seed%2==0) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture1 ); }else { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture1copy); } _seed++; } -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en